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34 lines
748 B
GLSL

#version 330
uniform vec3 light_source_position;
uniform float gloss;
uniform float shadow;
uniform float anti_alias_width;
in vec4 color;
in float radius;
in vec2 center;
in vec2 point;
out vec4 frag_color;
#INSERT finalize_color.glsl
void main() {
vec2 diff = point - center;
float dist = length(diff);
float signed_dist = dist - radius;
if (signed_dist > 0.5 * anti_alias_width){
discard;
}
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
frag_color = finalize_color(
color,
vec3(point.xy, 0.0),
normal,
light_source_position,
gloss,
shadow
);
frag_color.a *= smoothstep(0.5, -0.5, signed_dist / anti_alias_width);
}